Refactor code structure for improved readability and maintainability

This commit is contained in:
2026-05-26 13:04:38 +08:00
parent f74d7f1877
commit 5a0f1548ea
53 changed files with 4853 additions and 163 deletions

View File

@@ -214,6 +214,7 @@ namespace BaseGames.Enemies
private IEnumerator PhaseTransitionCoroutine(int targetPhase, float duration)
{
IsPhaseTransitioning = true;
OnBeginPhaseTransition(targetPhase);
// 打断技能 + 停止移动
_skillExecutor?.InterruptCurrentSkill();
@@ -232,8 +233,7 @@ namespace BaseGames.Enemies
_phaseTransitionCoroutine = null;
}
/// <summary>
/// 立即终止阶段过渡协程并清除标志位。
/// <summary>立即终止阶段过渡协程并清除标志位。
/// 死亡时调用,防止 IsPhaseTransitioning 永久为 true 影响对象池复用。
/// </summary>
private void AbortPhaseTransition()
@@ -246,6 +246,12 @@ namespace BaseGames.Enemies
IsPhaseTransitioning = false;
}
/// <summary>
/// 阶段过渡开始时回调(子类可重写以触发演出动画或特殊逻辑)。
/// 在无敌帧等待之前调用。
/// </summary>
protected virtual void OnBeginPhaseTransition(int targetPhase) { }
/// <summary>检查当前 HP 是否低于指定百分比0~1。</summary>
public bool IsHPBelow(float ratio)
{